protected override void OpEffect_Factory(OpCode opCode, Role otherRole, params float[] values) { if (role.EquipentType != (int)EquipmentType.sword) { return; } Start(); isAdd = false; switch (stage) { case 1: //skill.ClearEvent(); animator.Play("挥刀1"); TimeNodeList.Add(new TimeNode(0.2f, Trigger)); TimeNodeList.Add(new TimeNode(0.3f, AddStage)); TimeNodeList.Add(new TimeNode(0.5f, End)); break; case 2: animator.Play("挥刀2"); TimeNodeList.Add(new TimeNode(0.2f, Trigger)); TimeNodeList.Add(new TimeNode(0.3f, AddStage)); TimeNodeList.Add(new TimeNode(0.5f, End)); break; case 3: animator.Play("挥刀3"); TimeNodeList.Add(new TimeNode(0.3f, Trigger)); TimeNodeList.Add(new TimeNode(1f, End)); break; } }
protected override bool Use_Factory() { //Debug.Log("回旋斩!"); Start(); animator.Play("生死流转斩"); TimeNodeList.Add(new TimeNode(0.5f, One)); TimeNodeList.Add(new TimeNode(1f, Two)); TimeNodeList.Add(new TimeNode(0.3f, End)); return(true); }
protected override void OpEffect_Factory(OpCode opCode, Role otherRole, params float[] values) { //技能前摇开始计时 //StartTriggerTime(); Start(); TimeNodeList.Add(new TimeNode(0.5f, Trigger)); TimeNodeList.Add(new TimeNode(0.1f, End)); role.MpChange(Mp); //animator.SetTrigger("攻击阶段1"); animator.Play("空中_左手出掌"); //opCode = OpCode.Noth; }
protected override void OpEffect_Factory(OpCode opCode, Role otherRole, params float[] values) { if (role.EquipentType != (int)EquipmentType.noth) { return; } isAdd = false; Start(); if (!CheckConsume()) { Debug.Log("MP不足"); opCode = OpCode.Noth; return; } switch (stage) { case 1: animator.Play("右直拳"); TimeNodeList.Add(new TimeNode(0.3f, Trigger)); TimeNodeList.Add(new TimeNode(0.4f, AddStage)); TimeNodeList.Add(new TimeNode(0.5f, End)); break; case 2: animator.Play("左直拳"); TimeNodeList.Add(new TimeNode(0.3f, Trigger)); TimeNodeList.Add(new TimeNode(0.4f, AddStage)); TimeNodeList.Add(new TimeNode(0.5f, End)); break; case 3: animator.Play("高踢(右)"); TimeNodeList.Add(new TimeNode(0.3f, Trigger)); TimeNodeList.Add(new TimeNode(1f, End)); break; } }